Instead of <x> <y> one can write: L <x1> <y1> <x2> <y2> [...] Z
This will allow you to have the zone follow a set path. It will continue to use the same initial speed.
optional: if you wanr to give zones a name you can include:
SPAWN_ZONE n zone_name TARGET .....
If you give more than one zone the same name you can influence all zones of the same name simultaneously.

team

<team> must be the team name or anything else if you want to ignore the param. It is mandatory for flag and fortress type.
If you spell it incorrectly, it links the zone to the closest player team(default behavior).

cordinates (x,y)

<pos_x>, <pos_y>, self explanatory. Of course it depends of the map

size

<size> is the radius of the zone

growth

<growth> is the growing factor of the zone.

speed

<dir_x>, <dir_y> is the speed vector, to make the zone move all alone Wink

interactive

<bouncing_flag> is a boolean. true or false (still case sensitive). If true, it makes the zone bounce on the rim walls

colour

<red>, <green>, <blue> are the colour component for the zone between 0 and 15. If not specified, it will be white.
If the zone is linked to a team, the color will be the team color whatever you set here.